’’Element of Surprise’’ has no internal cooldown, and may be triggered as many times as Inazi leaves and re-enters enemy vision.

Shadow Knife

COST: 1 Shadow Knife per attack

COOLDOWN: 0.5 Seconds

Toggle – Off: Every second basic attack Inazi generates a Shadow Knife, up to a maximum of 5.

Toggle – On: Inazi throws a Shadow Knife with every basic attack, striking her primary target twice. The Shadow knife can critically strike and applies most on-hit effects; hits with Shadow Knife do not count towards generating counts of her other abilities.

Shadow Knife is automatically toggled off when Inazi expends all her Shadow Knives.

Bolts from Rhunaan's Hurricane will count towards generating Shadow Knives while Shadow Knife is toggled off, but only the primary target of Inazi's basic attack will be hit thrown Shadow Knives while toggled on.

Fuuma Shuriken

RANGE: 675

COST: 1 Fuuma

COOLDOWN: 2

Passive: Inazi periodically generates a Fuuma, and can carry a maximum of 2. The time it takes to generate a Fuuma decreases with cooldown reduction.

Active: Inazi Throws a Fuuma in a target direction, damaging all enemy minions and monsters it passes through. When it reaches the end of its path, the Fuuma stops and spins in place for 4 seconds before disappearing, continuing to damage monsters and minions at that location. When the Fuuma hits an enemy champion, it damages them and sticks to them, slowing them for 2 seconds.

Passive: Inazi generates a Wire Trap every fifth basic attack, up to a maximum of three.
Active: Inazi places a 500 unit-length invisible wire trap on the ground that lasts for 2 minutes. The trap detonates when an enemy champion moves through it, dealing magic damage to nearby enemies and marking them as Surprised for 3 seconds.

Spell shields will block the damage and prevent the ‘Surprise’ debuff.

Substitution

RANGE: 400

COST: 1 Decoy Doll

COOLDOWN: 4 seconds

Passive: Inazi generates a Doll Part whenever she kills an enemy unit. When Inazi collects 30 / 25 / 20 Doll Parts, she generates one Decoy Doll. Scoring a kill or assist on an enemy champion instantly generates one Decoy Doll. Inazi can carry up to 2 Decoy Dolls, at which point this passive is disabled.

Active: Inazi teleports to a nearby location and enters stealth for 2 seconds, leaving behind a Decoy Doll that lasts for 8 seconds. The Doll has HP, is targetable by any ability or effect that targets champions, and remains for 10 seconds.

Inazi can cast Substitution as a target spell on an existing Decoy Doll. Doing so causes Inazi to swap positions with the doll, entering stealth for 1 second. Using Substitution in this manner does not expend a Decoy Doll.

Rapidfire Cannon – “I mean, guns aren’t really a Ninja thing, but I’m sure I can make it work.”

Rhunaan’s Hurricane – “Of course I know how to use a bow. As a Ninja, I’m trained to be proficient with almost any weapon.”

Last Whiper – “Every defense has a hole. Every armor has its weakness.”

Lord Dominik’s Regards – “I don’t know who this ‘Dominik’ is, but I admire his taste in weapons.”

Bloodthirster – “Bloodthirster? Sounds a little messy for my style.”

Quicksilver Shash – “A Ninja like myself is a master escape artist.”

Yomous’s Ghostblade – “I’ve heard of this artifact. I better be careful with it.”

Additional + Changelog

Inazi was a champion who I begin designing way back in season 4. Her core 'gimmick' was to make a manaless marksman that couldn't just spam abilities without heed - hence, an ammo system was developed. As such, much of her development was done far prior to the preseason 6 changes to marksman items and masteries, and did not account for things like Thunderlord's or Rhunaan bolts being able to crit. I elected not to adjust her kit for these things, hoping to showcase her base kit

January 18 2015: Published.

January 19 2015: Fixed a typo where it said her basic attack range was 125 - it now says her correct basic attack range of 550

January 20 2015: Reworded her Q so it was more explicit with how it works.